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This section is responsible for the mesh’s appearance and you are also able to activate some core features here, for example the calculation of foam-maps.

 

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There are two menu entries:

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Here you can define a force for creating river-like surfaces, where objects will be pushed in direction of the given “Stream angle”. Please take a look at → “Quick Quick Start Tutorials - RealWave-Object Interaction” Interactionfor a workflow description.

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  • To save the foam maps they have to be activated manually under → "Export Central".
  • With an → object's or → standard emitter's “Texture strength” it is possible to control their contribution to the maps.

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You can either enter a fixed value, valid for the static points of the entire mesh, or load a texture. The depth map's patterns are translated into static points and act like obstacles, where the waves are reflected. Right-click on the chessboard and choose “Load texture”. Information about how to work with maps are given under → “Quick Start Workflows - Parameter Maps.

Particle layer

This option bounds particles to the vertices and polygons of a RealWave surface. "Particle layer” is often used to connect the particles from emitters (→ "RW Crest Splash" and → "RW Object Splash") with RealWave surfaces and mesh them together.

EDIT Static

With this option you can define any of the surface’s points as static. These points remain immobile while waves are reflected at their borders. Multiple selection is possible with the Shift key pressed during selection. Static points appear red.

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